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Render Gray Model without setting up or changing materials?

motionblur
polycounter lvl 12
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motionblur polycounter lvl 12
I'm sorry if this has been asked before. I have the feeling it must have come up already but Google wasn't helpful, unfortunately.
Is there a way to render my scene the same way as "gray" in the viewport does?
I'd like to export a turntable of the gray mesh with wireframe without having to change or duplicate my materials in the scene.
The incidence pass would be okay but there I'd like to at least overlay ambient occlusion so that it's not as bright. Can't find an AO pass, though.
"Gray" would be the ideal setting.And I can certainly just create secondary materials, though I feel this has to be achievable easier or I am simply missing something.

Replies

  • EarthQuake
    Currently, the draft, gray, untextured, and wireframe viewport modes are only for preview purposes and can not be used during final renders. For performance/debugging reasons, all modes other than Full Quality have various rendering features like ray tracing, depth of field, ambient occlusion, local reflections/diffuse, etc, disabled, so these are not intended to produce high-quality final renders. That said, I will add this to our suggestion list. 

    The most effective way to do this at the moment is to create a copy of your mesh and a copy of your material which you can apply to the mesh copy. Then you can quickly show/hide the appropriate mesh for the shot. If you have many meshes, make duplicates and organize them into groups so it's easy to toggle the visibility en masse.

    Duplicating your material gives you more control as well - for instance, you can dial in your roughness/gloss and spec/metalness values as you see fit, in gray mode, any custom values or maps for these settings are discarded. You can also set up more complicated shaders, ie: refraction or SSS on some surfaces if you need it.
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